Is this going to be a team which has had a bit of a chance to work together/shake itself out and get co-ordinated, or is this going to be one of those 'everybody meets for the first time in a briefing room' situations?

Given my d'ruthers, I'd prefer the former to the latter. I've seen the latter nuke a lot of games as people either a) weren't sure what to do as the meet'n'greet stretched on, or b) character troubles surfaced IC 'on first meeting' that then got roleplayed into being nearly irreconcileable.

Preplanning 'prior' relationships (at least in a professional sense, *coughcoughthisbeingElliquiy*) goes a long way to preventing any of that, allows the inevitable 'lone wolf outsider' types that crop up in various games to be implemented into a team 'fine, everyone expects you to be off to one side, and knows you sometimes go loose cannon, but everyone expects that and it's something the team coordinates around', and sometimes allows for better/deeper character backgrounds as people weave their characters together with other players in terms of 'how does my character know X?'

Zayry is neither a loose cannon nor a loner. She is so extremely (dare I say...obsessively?) by-the-book that people can probably figure out exactly where she is and predict what she'll do simply by remembering the training manuals, and she tends to stick close (sometimes perhaps uncomfortably close...What is personal space again?) to the people she's ostensibly there to support/guard if something awful crawls out of another dimension...She just has some difficulties expressing herself and reading other people's expressions.

Both me and Pink are going SFOD operators given on loan to help hunt the cultists. Mine being an expert at tracking,hunting and exterminating sects (Not the occult, clue finding kind but more the follow the blood trail to the hideout, plant a fuck ton of C4 and enjoy a Mai Tai while watching things go boom kind). Given the fact that cult groups aren't seen as a major threat hence why no team hasn't been sent yet.

That being said, my guy will fully work with the team and give them aide anyway he can. Whether it be the response team you send to check a place out or whatever.

Both me and Pink are going SFOD operators given on loan to help hunt the cultists. Mine being an expert at tracking,hunting and exterminating sects (Not the occult, clue finding kind but more the follow the blood trail to the hideout, plant a fuck ton of C4 and enjoy a Mai Tai while watching things go boom kind). Given the fact that cult groups aren't seen as a major threat hence why no team hasn't been sent yet.

It's funny how this kind of thing always seems to happen. Last game that I was in involving an urban/law enforcement theme, everybody was a detective and nobody had any firepower. This game (because of that game) I decided to bring along a little shrimp with ice blaster powers and, well, 2 x 0.5 Mall Walkers == 1 Mall Walker.

...Aaaaaaaand now we've got potential firepower from hell (although it will probably be limited to concealable weaponry for most purposes...Moth is entirely capable of walking around undercover). Not that it's ever a bad thing to have a spare fuckton or two of firepower in Cthulhutech, but oh boy it's going to make filling out AARs interesting. "Ah, that's what happened. Head-office was wondering why the building fell down. Now we have to figure out why it took so long to do so WITH ALL THE HOLES YOU PEOPLE PUT IN IT."

On the plus side, little Moth has LEO: Adept (which should be good for some investigative capabilities) and Psychometry: Student (not great, but (sometimes) better than a fork in the eye). So she can help out with actual police-work. I probably should've stuck a point in Bureaucracy, but points were getting awfully thin on the ground already.

Gender: Male Age: 30Height: 5'6" Weight: 180 lbsHair: Black Eyes: HazelDist. Features: Haggard,weathered faceHis helmet has a set of tick marks across the side and on the back is a black skull. The other side has the word "Hammer" written on it with a Canadian flag.Birthday: February 20th Place of Birth: Edmonton, Alberta, CanadaPersonality: Quiet, passionate and emotional, practical, persistent, stable, but often obstinate and unyielding. Keys has a sense of purpose and destiny and find truest happiness dispensing his life force to others. However, he is competitive, often with vicious tempersMotive: Family gone to the Migou, Keys lives for one purpose; to give his life defending humanity from the forces that seek to destroy it. Even if it just temporary it's better then letting the alternative happen unopposed.

Drawbacks:Code (3) -I cannot fail in my service – I will succeed or die trying-I will never turn my back on a friend in need.-I will oppose the minions of the Old Ones in all their forms.-I always keep my word.-I will avenge the deaths of my loved ones. Duty (2) SFOD-D OperatorFanatical (3) NEG's security is his soul goal in life

INSANITY

Points: 2Disorders: PTSDMany of his operations caused a small crack in his psyche, EOD rape camps,Rapenii slaughters all revisit him making sleep difficult. Not only that but being unable to save his wife and kids Keys blames himself for that. He wasn't there to save them since he was on mission. Given the communication blackout the First Sergeant wasn't told till nearly two weeks later, now he haunted by their memories.

Notes:Due to the lack of Revolvers, I had to make the CS Bulldog. Since .44 is roughly 10mm I simply used the medium pistol stats and changed the flavor (Shots,Name and Type)Some of the weapons are from Unveiled Threat as is the gear.

Jade, I have a question of my own to ask. I have my own ruling on it, too, but seeing as how this isn't my game, I figured I should ask just the question.

In the books, there's a firearm - the MP6-A1 Machine Pistol. It's a pistol capable of automatic fire. Would the fact that it is A: autofire capable and B: capable of being wielded in one hand allow it to be used with the SMG Gunplay Cascade?

Is this going to be a team which has had a bit of a chance to work together/shake itself out and get co-ordinated, or is this going to be one of those 'everybody meets for the first time in a briefing room' situations?

Given my d'ruthers, I'd prefer the former to the latter. I've seen the latter nuke a lot of games as people either a) weren't sure what to do as the meet'n'greet stretched on, or b) character troubles surfaced IC 'on first meeting' that then got roleplayed into being nearly irreconcileable.

I am in favour of prior relationships, but don't want to force it. It would also depend on the characters (I am still waiting to hear about a couple of them). Generally speaking, I'd prefer people from the same organizations (especially non-FSB ones) are familiar with each other/partners. So I asked SGTDan to talk to Pretty in Pink about that for example. However the NEG or OIS members may not be previously familiar with the FSB ones.

I don't want to run a scene in advance, so if it is desired please do so through PM or the OOC thread. Otherwise I will be going with people being newly assigned to the same team.

The one advantage of going with the FSB is that they are part of an organization with a chain of command (will have to figure that out for PCs) and common goal, so harder to be a complete lone wolf.

"Huh? Oh that building! Well I am not exactly sure Officer, it was there before you got here." Slight mumbling "Where's my C4...OH right..."

I should mention that as your character is operating with the FSB, his access to explosives would be limited without permission. Sorry, should have mentioned that earlier. C4 and frag grenades would require approval while stun, tear gas, concussion, and similar could be standard kit. The FSB want to take people alive, and limit collateral damage as much as possible. Not to say it will never be available, but just not something he'd be walking around with.

Jade, I have a question of my own to ask. I have my own ruling on it, too, but seeing as how this isn't my game, I figured I should ask just the question.

In the books, there's a firearm - the MP6-A1 Machine Pistol. It's a pistol capable of automatic fire. Would the fact that it is A: autofire capable and B: capable of being wielded in one hand allow it to be used with the SMG Gunplay Cascade?

Admittedly I need to read up on Cascades, but I'd say that is fine. I'm not what (if any) difference there is between a machine pistol and a submachine gun?

I should mention that as your character is operating with the FSB, his access to explosives would be limited without permission. Sorry, should have mentioned that earlier. C4 and frag grenades would require approval while stun, tear gas, concussion, and similar could be standard kit. The FSB want to take people alive, and limit collateral damage as much as possible. Not to say it will never be available, but just not something he'd be walking around with.

The one advantage of going with the FSB is that they are part of an organization with a chain of command (will have to figure that out for PCs) and common goal, so harder to be a complete lone wolf.

I should mention that as your character is operating with the FSB, his access to explosives would be limited without permission. Sorry, should have mentioned that earlier. C4 and frag grenades would require approval while stun, tear gas, concussion, and similar could be standard kit. The FSB want to take people alive, and limit collateral damage as much as possible. Not to say it will never be available, but just not something he'd be walking around with.

Just a note on interdepartmental relations:

In most movies when Agency A is doing something and Agency B shows up and takes over, that's one thing. They are basically pulling the 'This is our territory, and under our control.' card, and it usually also involves a vanfull of lawyers and an official document stating that they are taking over responsibility for the scene (including any damages, and responsibility for any fatalities or other outcomes of their actions).

When someone from Agency B is on loan to Agency A (which is more like what should be going on in this team) for special purposes, then they are under immediate local control of Agency A unless and until a member of Agency B shows up who outranks their local Agency A controller and pulls the first situation (This is our problem, not yours, and you will obey.). Basically unless that happens, you are there as a consultant under their local control, and nine times out of ten if you call your home office to whine about not having weapons-free, you'll be told to suck it up and soldier, soldier.

There should not be any loose cannon behavior at all.

Additionally, in an urban environment, when SF are sheep-dipped to the FBI (as an example), they will be using equipment that is standard for the office they are loaned to, and will generally attempt to 'fit in' unless they are being loaned as reinforcement to something like a CAT/HRT team (which is a bunch of gonzos in body armor with class III weapons anyway).

So if this is an investigation/find-and-call-in-support type team, those people would be sitting off in the corner next to the SPAT group, because you don't want them walking down the street terrifying civvies (and potentially alerting the targets if they have watchdogs out hidden in the crowds). The advantage to concealable weaponry and sorcery and para-psychic capabilities is that they bring the damage without requiring something that obviously and visibly looks like a fire team.

Jade, I have a question of my own to ask. I have my own ruling on it, too, but seeing as how this isn't my game, I figured I should ask just the question.

In the books, there's a firearm - the MP6-A1 Machine Pistol. It's a pistol capable of automatic fire. Would the fact that it is A: autofire capable and B: capable of being wielded in one hand allow it to be used with the SMG Gunplay Cascade?

This is explicitly covered in the section on Special Services Training, no house rules needed. It's one of the things which buying SST as an Asset opens for a character. That cascade is otherwise considered rare and specialized. Elite Special Forces (think SEALs not Rangers) and MiBs type stuff.

As easy as spending 4 asset points and taking 1 SAN. But it would be difficult if not impossible to justify some of the other (hardcore arcanotech) elements.

This is explicitly covered in the section on Special Services Training, no house rules needed. It's one of the things which buying SST as an Asset opens for a character. That cascade is otherwise considered rare and specialized.

As easy as spending 4 asset points and taking 1 SAN.

I forgot you can take San! I took 2 as a change for PTSD, I mean...it makes sense.

I forgot you can take San! I took 2 as a change for PTSD, I mean...it makes sense.

Yeah, little Moth is running at a 2-SAN deficit as well.

Remember that at 2-SAN you get an actual Psychological Disorder from p. 136-139. One that will mess with you. Again, look at Moth. So if you're taking PTSD, make it count in roleplay (you crazy drama queen you).

Remember that at 2-SAN you get an actual Psychological Disorder from p. 136-139. One that will mess with you. Again, look at Moth. So if you're taking PTSD, make it count in roleplay (you crazy drama queen you).

"Were you there the whole summer, or could your parents only spring for the two-week course?"

Seriously, though.

This is getting a little out of hand. I was concerned that my character was a touch much for an investigative team, with a solid OIS background and reasoning for the special cascade, etc. Now it's looking like this is all firepower, no investigation, no context as far as loadouts (C4? In a friendly urban environment?).

I'd like to know if we're all on the same page. Because if this is just going to be 'It's over there, we go in and blow everything to hell without regard for propriety or the fact that we're in a friendly city,' then I just spent a shitload of time and points configuring a character for roleplaying in an environment where investigation was the first priority, stress and spookiness and horror was the overally metier, and firepower was probably barely usable in the occasional emergency, more as a matter of 'can we stay alive until the SPAT team gets here?' vs. a character who was nothing but badass and prepared to level city blocks.

I an considering picking up some para-psychic goodness to supplement my psychotherapy/socialness. I was wondering, how many of these powers do paras tend to develop? Characterwise. its it better to focus on one or two, or can i spread it around more?

For what its worth, my character is a socialite, she probably has little in the way of direct combat skills, the friendly face when the team needs some undercover work, and the team therapist, whatever powers i may give her will work with those themes, shes never going to be a person of mass destruction

No worries, I gave him surveillance and stealth so he would be of use if you need a stake out or someone to trail someone. As Jaded mention, my lethal options are limited by the FSB. I don't have all that load out on me 100% plus being a part of the government loadouts change as needed. That is his standard kit but it isn't necessarily what he would have with him. My loadout in particular is more what options he has then what he carries with him. At most when he arrives he'll keep the pistol and taser at most, rifle and shotgun in the armory.

I know your concern and I fleshed out my character for more then shooting, gave him depth. Like I said he's used to observing cults for weeks at a time before commencing an purge. He's a specialist but not useless, he knows the signs. I have no intention to be all ass kicking. I plan to treat this as an investigation, so no worries Carn.

Heck there's military concealable body armor which he'll have issued instead of overt body armor. They aren't expecting heavy resistance after all. Since there is a base nearby the most he would be wearing is the standard on duty Multicam fatigues (Unless needed for plain clothes) and a sidearm.

So a kit bag with shotgun,rifle, change of clothes, cleaning kits, hygiene items and a pair of swimming trunks is all he'll show up with.

"Were you there the whole summer, or could your parents only spring for the two-week course?"

Seriously, though.

This is getting a little out of hand. I was concerned that my character was a touch much for an investigative team, with a solid OIS background and reasoning for the special cascade, etc. Now it's looking like this is all firepower, no investigation, no context as far as loadouts (C4? In a friendly urban environment?).

I'd like to know if we're all on the same page. Because if this is just going to be 'It's over there, we go in and blow everything to hell without regard for propriety or the fact that we're in a friendly city,' then I just spent a shitload of time and points configuring a character for roleplaying in an environment where investigation was the first priority, stress and spookiness and horror was the overally metier, and firepower was probably barely usable in the occasional emergency, more as a matter of 'can we stay alive until the SPAT team gets here?' vs. a character who was nothing but badass and prepared to level city blocks.

I'll admit I don't think I was overly clear in my guidelines/rules. I did/do want to open it up to a range of concepts, but first and foremost this is an FSB game.

Investigation is intended to be the focus. In general this would be in a (detective) police style. So plain clothes and pistols. Heavier weapons (rifles and similar) would be available, but generally stored in the vehicles for emergencies. Military grade weapons (C4, etc) would be rarely used, and only with permission.

I do want to give all the characters a chance to shine, so there will certainly be action scenes and chances to use the heavier weapons, but it isn't my intent for every scene to devolve into a shoot-out.

The general guideline for the first investigation is that the OIS raided an underground black market for magical objects, and passed a tip on to the FSB. The FSB command is concerned because of the rise in cult activity, and has brought in elements of the military to assist in the way of muscle (and to try and convince the military that there is a problem here, not just with the Migou). They believe that a closer working relationship may be needed, though the military may feel otherwise. The first task will be tracking down and questioning a suspect.

I will admit that the reasons for the task force ingame are somewhat half-formed, OOC I just wanted to leave things open for a range of concepts. But my thoughts are that the FSB want them there as back up (and extra muscles so they can spread their own agents out more), while the Military may see it as a chance to learn more about potential enemies. They are already fighting the Rapine Storm and Esoteric Order of Dagon, it may not hurt to see who they may be fighting next.

I an considering picking up some para-psychic goodness to supplement my psychotherapy/socialness. I was wondering, how many of these powers do paras tend to develop? Characterwise. its it better to focus on one or two, or can i spread it around more?

I'm not sure what is normal. Anyone else more experience have an answer? We do have one other para-psychic I should mention, so I'd prefer not to have too much overlap.

This is explicitly covered in the section on Special Services Training, no house rules needed. It's one of the things which buying SST as an Asset opens for a character. That cascade is otherwise considered rare and specialized. Elite Special Forces (think SEALs not Rangers) and MiBs type stuff.

Goat, if that's the case, doesn't buying the SST Asset mean that you are part of SpecServ? I always took it that it was.

That makes sense Jaded and for what it is worth to make it clear, I added another spoiler under my sheet called Vacation Packing to give you an idea of what he's bringing on the trip. If you are wondering about the name yes this is a vacation to Keys. He spends his time fighting armored bugs or Old One minions. To get a chance to fight people is one hell of a improvement for him and a nice way to relax. That's meant to be messed up.

As far as non-'murder' skills go, Spec Ops build for me includes a few things like Investigation. I should have the full list up tomorrow, but I have things going on tonight so I don't really have the opportunity to do more than this. I don't believe in 'all punch, no talk' characters anyway.